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ORIGINAL RESEARCH

The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings

ORCID Icon, & ORCID Icon
Pages 4749-4777 | Received 07 Sep 2023, Accepted 31 Oct 2023, Published online: 21 Nov 2023
 

Abstract

Introduction

Gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. Current research primarily highlights single types of factors. Consequently, the present study simultaneously analyzed the role of individual factors, such as self-control dimensions and motives for gaming, and gaming-related factors, such as game genres, and gaming platforms in GD among female and male gamers. Additionally, the study provides a comprehensive analysis of these factors in relation to GD both cross-sectionally (Study 1) and longitudinally (Study 2).

Methods

Study 1 comprised 620 active gamers (M=22.16 years; SD=2.99), and Study 2 comprised 405 active gamers (M=28.05 years; SD=4.51). The instruments used in the studies included the Gaming Disorder Test, the nine-item Internet Gaming Disorder Short-Form (IGDS9-SF), Motives for Online Gaming Questionnaire, Video Game Questionnaire, and Self-Knowledge New Sheet.

Results

The results showed that GD was associated with (i) self-control deficits associated with difficulties in implementation control and taking actions related to goals without unnecessary delay, (ii) retaining information about intentions and long-term plans, (iii) refraining from immediate, impulsive behavior, and (iv) inhibiting emotional reactions. GD was also associated primarily with escape, coping, and competition motives for gaming. However, the longitudinal study showed that social, fantasy, and skill-development motives were also related to GD development over time. The action game genres associated with GD but were not very important for GD over time. The cross-sectional study results indicated a negative relationship between GD and tablets and consoles used as gaming platforms. However, the longitudinal study showed that desktop computers and consoles use as gaming platforms were associated with the GD over time. Moreover, gaming-related factors explained only 9% of the variance in the GD model among female gamers and only 10% of the variance in the GD model among male gamers in cross-sectional study. In contrast, individual factors such as self-control dimensions and gaming motivation explained 32% of the variance in the GD model among both female and male gamers.

Conclusion

Individual factors, such as self-control dimensions and motives for gaming, were more important in explaining GD than gaming-related factors, such as game genres and gaming platforms. Moreover, self-control deficits and motivation related to escape, coping and competence can be important factors to consider in the prevention and treatment of GD.

Ethics Approval and Informed Consent

The studies were conducted according to the Declaration of Helsinki guidelines, and were approved by the Institute of Psychology’s Ethical Committee at the John Paul II Catholic University of Lublin. Informed consent has been obtained from all participants.

Disclosure

Dr Mark Griffiths reports grants from Norsk Tipping, grants from GambleAware, and consultancy for gambling operators in the areas of responsible gambling and player protection, outside the submitted work. The authors report no other conflicts of interest in this work.

Additional information

Funding

The Study 1 was funded by a grant from the National Science Centre, Poland, No. UMO-2019/32/C/HS6/00340. The Study 2 was funded by a grant from the Gambling Problem Solving Fund (Polish: Fundusz Rozwiązywania Problemów Hazardowych), administered by the Minister of Health, Poland, No. 179/HE/2022.